160 lines
4.0 KiB
C
160 lines
4.0 KiB
C
/*
|
|
Copyright (C) 2015 Parallel Realities
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
|
|
#include "missionInfo.h"
|
|
|
|
static void drawMissionSummary(SDL_Texture *title);
|
|
|
|
static SDL_Texture *missionStartTexture;
|
|
static SDL_Texture *missionInProgressTexture;
|
|
static SDL_Texture *missionCompleteTexture;
|
|
static SDL_Texture *missionFailedTexture;
|
|
static const char *objectiveStatus[] = {"Incomplete", "Complete", "Failed", "Condition"};
|
|
|
|
void initMissionInfo(void)
|
|
{
|
|
missionStartTexture = getTexture("gfx/battle/missionStart.png");
|
|
missionInProgressTexture = getTexture("gfx/battle/missionInProgress.png");
|
|
missionCompleteTexture = getTexture("gfx/battle/missionComplete.png");
|
|
missionFailedTexture = getTexture("gfx/battle/missionFailed.png");
|
|
}
|
|
|
|
void drawMissionInfo(void)
|
|
{
|
|
switch (battle.status)
|
|
{
|
|
case MS_START:
|
|
drawMissionSummary(missionStartTexture);
|
|
drawWidgets("startBattle");
|
|
break;
|
|
|
|
case MS_PAUSED:
|
|
drawMissionSummary(missionInProgressTexture);
|
|
drawWidgets("startBattle");
|
|
break;
|
|
|
|
case MS_COMPLETE:
|
|
case MS_FAILED:
|
|
if (battle.missionFinishedTimer <= -FPS)
|
|
{
|
|
drawMissionSummary(battle.status == MS_COMPLETE ? missionCompleteTexture : missionFailedTexture);
|
|
|
|
if (battle.missionFinishedTimer <= -(FPS * 2))
|
|
{
|
|
drawWidgets(battle.status == MS_COMPLETE ? "battleWon" : "battleLost");
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void drawMissionSummary(SDL_Texture *header)
|
|
{
|
|
Objective *o;
|
|
Challenge *c;
|
|
int y;
|
|
SDL_Color color;
|
|
char *challengeStatus;
|
|
|
|
SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
|
|
SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 128);
|
|
SDL_RenderFillRect(app.renderer, NULL);
|
|
SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
|
|
|
|
blit(header, SCREEN_WIDTH / 2, 150, 1);
|
|
|
|
y = 215;
|
|
|
|
drawText(SCREEN_WIDTH / 2, 215, 28, TA_CENTER, colors.white, "OBJECTIVES");
|
|
|
|
y += 10;
|
|
|
|
for (o = battle.objectiveHead.next ; o != NULL ; o = o->next)
|
|
{
|
|
if (o->active)
|
|
{
|
|
y += 50;
|
|
|
|
switch (o->status)
|
|
{
|
|
case OS_INCOMPLETE:
|
|
color = colors.white;
|
|
break;
|
|
|
|
case OS_COMPLETE:
|
|
color = colors.green;
|
|
break;
|
|
|
|
case OS_FAILED:
|
|
color = colors.red;
|
|
break;
|
|
}
|
|
|
|
drawText(SCREEN_WIDTH / 2 - 100, y, 22, TA_RIGHT, colors.white, o->description);
|
|
if (o->targetValue > 1 && !o->isCondition)
|
|
{
|
|
drawText(SCREEN_WIDTH / 2, y, 22, TA_CENTER, colors.white, "%d / %d", o->currentValue, o->targetValue);
|
|
}
|
|
drawText(SCREEN_WIDTH / 2 + 100, y, 22, TA_LEFT, color, objectiveStatus[o->status]);
|
|
}
|
|
}
|
|
|
|
if (!battle.objectiveHead.next)
|
|
{
|
|
y += 50;
|
|
|
|
drawText(SCREEN_WIDTH / 2, y, 22, TA_CENTER, colors.white, "(none)");
|
|
}
|
|
|
|
if (game.currentMission && game.currentMission->challengeHead.next)
|
|
{
|
|
y += 100;
|
|
|
|
drawText(SCREEN_WIDTH / 2, y, 28, TA_CENTER, colors.white, "CHALLENGES");
|
|
|
|
y += 10;
|
|
|
|
for (c = game.currentMission->challengeHead.next ; c != NULL ; c = c->next)
|
|
{
|
|
y += 50;
|
|
|
|
color = colors.white;
|
|
|
|
challengeStatus = "Incomplete";
|
|
|
|
if (c->passed)
|
|
{
|
|
color = colors.green;
|
|
|
|
challengeStatus = "Complete";
|
|
}
|
|
else if (battle.status == MS_COMPLETE ||battle.status == MS_FAILED)
|
|
{
|
|
color = colors.red;
|
|
|
|
challengeStatus = "Failed";
|
|
}
|
|
|
|
drawText(SCREEN_WIDTH / 2 - 25, y, 22, TA_RIGHT, colors.white, "%s", getChallengeDescription(c));
|
|
drawText(SCREEN_WIDTH / 2 + 25, y, 22, TA_LEFT, color, challengeStatus);
|
|
}
|
|
}
|
|
}
|